FAQ: Personality Clash - extra Server Design info included
Reed
Reed
Tue Dec 23 22:37:16 CET 1997
> Personalities Summary
> ~~~~~~~~~~~~~~~~~~~~~
--
Here, I'll stick my info in here following format, though I'm going to
include quite a bit of my server design goals and the like since I've
been so silent about it since I joined (I've pretty much been a lurker
for months - a very interested lurker, but a lurker nonetheless)
--
Reed Copsey, Jr.
Occupation:
- Whatever I find at the time (Usually programming or database
administration or setup)
Addy: rdc at efn.org
Personal details:
- Too damn busy to do anything
- Spends lots of time lurking here, and unfortunately doesn't
participate nearly as much as he should and would like to
- Basically a self-taught programmer who spends more time
tinkering and coming up with different ways of doing things
than getting anything productive written
- Is always trying to figure out the best (and cheapest, as he's
currently way in debt) way to learn just about anything he can
get his hands on
Secret Server Project:
- Kolmteist
Server Highlights:
[ Note: This is mostly in design phase. I very recently decided
on a complete rewrite for both the server and the client, so all
that's left that is at all useful is some basic utility-type
classes: socket handling, data structures, string handling, etc... ]
- Written in C++
- Uses a relational database backend, though total persistance
is not (yet) a major goal (though this has changed many times
as he comes up with new arguments for or against it)
- Completely event driven
- Object customization through an internal extension language
- Current design (which will probably last another week
*snicker*) is actually inspired by MS Access (yuck),
with simple extensions being written as very straitfoward,
macros on any object, which have the ability to call
user-written procedures, hopefully allowing some semblance
of flexibility in a roundabout way
- Hoping to allow players to use the same macro interface
in a stripped down manner to allow for a fairly high
degree of player-customization and automation (see below)
- A significantly slower-than-average combat system which is
completely unautomated unless macros are used... (Roughly turn
based from the player's POV, with a turn/round once every few
seconds, the avg fight lasting 1-4 minutes)
- Completely disassociation, both in code and in game, of players and
wizards/imms. (builder/administration have no direct in-game form)
- A custom client required for various reasons:
- direct path (completely bypasses the game server) to the
relational database backend, allowing building
and game administration even if the mud is down or the
builder doesn't want to deal with people
- more flexibility in display to allow better-than-ansi color
and text handling parsed client side, inline images, and
some html-ish functionality simalar (and inspired by)
various mud extensions chaco add in pueblo (point and click
commands, etc)
- the ability to spawn multiple windows (crucial)
- Will have an account style login, with menu's to choose
which character(s) to play, each of which spawns a separate
window.
- All out of character communication, information, etc will
be directed to the account window (or a private chat-style
window spawned for private, ooc communication)
- the hope is to encourage roleplaying by complete separation
of VR and non-VR commands, both in the commands (without
using a special character like $, @, or #) and in output
-- Reed
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